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MonteCarla

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Everything posted by MonteCarla

  1. I'd love an Enhanced Senses power pool. - Perception debuff resistance and +Perception - Accuracy bonus, or maybe a "Find Weakness" style res debuff? But mainly for... - Find enemies click power that adds all nearby enemies to the minimap as red arrows (Tier 2) - Find Glowies click power that adds all glowies to the minimap (Tier 3) Have some power customisations to make it look like Telepathy, X-Ray Vision etc.
  2. It would be great if you could play CoH without using the market, and have a decent ride from 1 to 50 where your crimefighting proceeds kept you in normal enhancements bought from the vendors. The economy has always been broken. I remember getting to my first level 22 character and having no money to buy SO's (back when that was their minimum level). I remember out-levelling my SO's once by levelling up and not being able to afford more. And I remember getting my first level 50 and by then having 4 million and nothing to spend it on (back in issue 6 or whatever) So the base path through the game has always been one of absolute famine followed by feast, which isn't as satisfying as being able to fulfil your basic needs as you go. None of this matters to multi-billionaire me now. But it matters to new players. I've tutored a few new folk recently after task forces on how to use their merits to make easy money, and I do think its all a bit complicated, and can see how it would be off-putting if you came here just to play superheroes. So I hear you, @Zombra If it were up to me, I'd make base enhancements not go off as you level up in the same way common IO's don't. That way a new player could buy TO's, graduate to DO's and then SO's bit by bit and feel steady progression. That said, go buy those "splanges" (converters) with merits from doing some story arcs like the Hollows or Faultline, and get comfortably off. That's the best advice with the way the game is set up now.
  3. In 2005 I discovered the perfect game for me. - I've always loved superheroes, but never imagined a game could cover the wide range of powers they have. - The costume creator is just amazing, even today. - The cooperative nature of gameplay, and best support sets in any game ever make me feel special on teams. - Teaming is naturally rewarded, and always worth doing, but I can also solo in the slower Australian evenings - The community is amazing, fun and non-toxic. I feel free to be me here. I'm so glad it's back. Champions Online was a good stand-in, but kind of messed with the support sets and teaming aspects of CoH
  4. I applaud your genius, Dr.! May I humbly suggest tightening the coils on your power source to create a powerful back-EMF and thus increasing your output voltage? Put a Gaussian Synchronised Fire Control Chance to Build up in Charge Up and it will almost certainly provide a 5 second +80% damage increase at exactly the moment you're about to fire off your Thunderous Blast.
  5. Defence vs Recharge... These are probably the two most common build goals. They kind of compete, and kind of don't. You could take Hasten and Fighting, Leadership and Flight as your pools. Every Defence power you pick is a socket for a Luck of the Gambler Def/+Recharge unique. About 6 million a pop, and you can stack 5 of them in say, Weave, Manouvers, Vengeance, Hover and Field Operative. Some sets benefit both goals: The Blaster Archetype sets give +Recharge and +Def bonuses. Sting of the Manticore (x5) in Sniper Rifle gives +2.5% Ranged Def and +7.5% Recharge. Expedient Reinforcement in Gun Drone gives +6.25% Recharge and +3.125% Ranged Def. Stupefy in Beanbag gives +6.25% Recharge and +3.125% Ranged Def (and makes you beanbag do knockback, which does look cool!) Basilisk's Gaze is +1.25% Ranged Def and +7.5% Recharge for just 4 slots!! (Good for an epic hold) The Blaster I mentioned earlier had 93% global recharge on top of all the big defence numbers, but no Hasten. My own AR/Dev Blaster had capped Ranged Def, 25%-ish Melee and AoE Def and 103% Global Recharge, so pretty much perma-Hasten. That's probably a good goal to aim for: perma-Hasten and capped Ranged Def, and skimp a bit on the other positions. Oh, and my mistake above, Taser takes ranged set enhancements, so Thunderstrike, not Mako's Bite.
  6. And the Blaster Archetype sets give good Defence bonuses too, as well as some recharge, if you have money to spend. I've just checked out my toughest most expensive Blaster in game - she had 46% Ranged Defence, around 32% AoE Defence and 35% Melee Defence, and this is with the P2W buffs active! So I don't think you can softcap completely with a Blaster, but a little purple pill will put you there!
  7. Hopefully I can help... Power pool picks are: Fighting, for: - Tough, which allows you to slot two unique +Def IO's, Steadfast Protection and Gladiator's Armor (+6% total) - Weave, 5.5% for Blasters slotted Leadership - Manouvers, 3.5% when slotted Hover or Combat Jumping - About 2% (or 4% if you take both!) That gets you a start of 17% Defence vs everything, or more like 19% with your Field Operative bonus from Devices The Steadfast IO is about 4 million, the Gladiators Armor one maybe 8 million. They'll be your main big budget items. (If that sounds like a lot, do some Task Forces, buy Enhancement Converters with the merits and list for 1 inf each. They'll sell for 60,000 or so, netting you around 0.9 million per 5 merits! So a Penny Yin and a Citadel will pay for these.) Thunderstrike in ranged attacks (6 slots) Gives you +3.75% Ranged Defence in two bonuses. Artillery (6 slots) in ranged AoE attacks gives you +4% Ranged Defence in two bonuses. Mako's Bite (6 slots) in Melee Attacks gives you +3.75% Defence. These are all pretty cheap, way less than 1 million per enhancement, and give great bonuses to the powers they're slotted in. So you could go: Thunderstrike in: Burst, Slug and Toxic Web Grenade +11.25% Artillery in: Buckshot, Grenade, Flamethower, Full Auto: +16% Mako's Bite: Taser +3.75% And you're over soft-capped for Ranged Defence! Ranged is much more important of the two, as Ranged attacks typically do bigger damage and more mez than AoE. If you're looking for set that give AoE Defence: Blessing of the Zephyr gives a small bonus to both ranged and AoE for 3 pieces - great in Hover or CJ Aegis gives +4.6% for 5 slots. So take Tough and a resistance epic armor, 5 slot each with Aegis and split the two +Defence IO's between them. Scirocco's Dervish (5 slots) in Trip Mine give +3.125%, or Eradication (6 slots) to give a bit of extra Ranged Def too. You can maybe work your way up to 45% Aoe Defence. Here's a useful link for sets that give AoE Defence bonuses: https://homecoming.wiki/wiki/Category:Sets_that_improve_Area_Effect_Defense Edit: Gaussian's Synchornised Fore Control (6 slots) in Aim or Build Up gives you +2.5% Def to all positions!
  8. The PUG teams I gather on Everlasting are almost always awesome at getting the job done. There's sometimes a bit of figuring things out in the first mission, but I'm constantly amazed by this hive-mind like ability players have to figure out what each other are doing and adjust accordingly. I do run at +2 as a default. That probably helps.
  9. @Linea - Wow! That's amazing - congrats on being able to pull that off! I've always advocated for slotting for damage on every Defender ever ever. So much so that I've taken that for granted and forgot to mention it in this guide. 🙂 I've amended that now. @MoonSheep - fair enough. I have zero experience with Hard Mode content. The range I play in (PUG Task Forces with most teammates IO'd) means the tank is usually not in great danger and I'm supporting the squishies more. Classic SO gameplay and now Hard Mode mean the Tank does need more support, so I guess Absorb Pain makes much more sense then. (It's not so much that I've forgotten that playstyle, as never known...)
  10. @Nemu and @Doomguide2005 - I've taken your comments on board and bumped Clear Mind up to a 5 as well. You're right, there's no way you can call yourself a Badass Empath if you leave your teammates frozen and mind-controlled! Thanks heaps for the feedback. 🙂
  11. As a PUG Task Force and teams runner on Everlasting, I've really enjoyed it. It's great seeing the increased population in Atlas Park, particularly in the lull of Australian evenings when I often play. It's been easier to get teams together, and really nice introducing people to things like Hero Tips missions that they haven't seen before. I've given a few impromptu tutorials after task forces, like showing people how to make money from merits to keep themselves in SO's, or start dabbling in inventions. I'm loving it.
  12. Yeah! And that's me being generous and not giving it a 0! The really big drawback is that you become 100% resistant to healing for 20 seconds after using it, and you have no way to shorten that 20s window. This cancels out your main self-protection - which is Healing Aura. This is maybe fine if you're not drawing aggro, but this is a guide for badass Empaths! 🙂 The advantages over Heal Other (2.5x heal value, minimal end cost) aren't worth it. Heal Other heals enough, maybe taking two applications to get someone back to full. And end isn't an issue once Recovery Aura is unlocked.
  13. The Empathy powerset has a strange stigma around it. It's supposedly the powerset that clueless people from other games take when they're wanting to play "a healer". True, most Defenders I've met with a single unslotted attack have been Empaths. By virtue of it's name, it was historically considered "too nice" to port to Villains. They got a special "nasty" version instead with Pain Domination. (I suffered chronic eyeroll when that happened!) Numina's the signature Empath, and she makes you do all those stupid hunts in her Task Force! I'll just come out and say it, it's considered by some to be "weak and girly". 🙂 I aim to refute that! This is written from the point of view of someone who runs pick-up-group task forces with levelling characters, rather than end-game/hard-mode. My take on Empathy: Mechanically, it is one of the worst sets to solo with, since only three of your powers can affect you. But I believe you can make a good character out of anything in CoH, and have set out to prove this a few times. You'll never be a Brute, but a badass Empath can solo +2 x0 missions easily enough if you want to run a story arc. It's one of the harder sets to play. Paying attention will improve your benefit to the team greatly. It is not cruise control support like Force Fields or Sonic. (No shade one them, I also love them both.) It's all about amplifying your teammates powers. While the set is almost certainly named with Raven from Teen Titans in mind, power-amplifiers like Ando from the Heroes TV series, and Fabian Cortez from X-Men are better fictional example of what empaths actually do. Unlike many other buff sets, you pick which teammates you're going to buff, and play favourites. Empathy Powers Healing Aura 5/5 This is your self-heal. Take it, slot it. Heal Other 5/5 Heals for twice the amount Healing Aura does, and ideal for a teammate in trouble. When someone's health bar dips badly, Healing Aura won't cut it as you have to find them, maybe move and activate. Heal Other can be done purely with keyboard strokes. Absorb Pain 1/5 (or 4/5) A terrible power if you play Offender like I do. It applies a big cheap heal at almost zero endurance cost, but hurts you, and kills your ability to protect yourself for 20 seconds. It was obviously modelled on Raven from Teen Titans. It's a nice idea, but not always good in practice. [Edit based on Moonsheep and Frozen Burn's feedback] If you're playing on harder modes or on SO'd teams, where the team Tank is in danger and needs your support, AND you don't attack much yourself, then this power shoots up in utility to 4 or 5 out of 5 due to the sheer size of it's heal - 2.5 times that of Heal Other. It does have a place, just not one that I have ever used. Resurrect 2/5 One of the worse rez's in the game, because it does nothing else. It can be partially replaced with a device from the P2W Vendor, and falls into a nice-to-have category. I usually grab this later. Clear Mind 5/5 Single Target protects vs Status Effects and Blindness. Makes Resurrect less attractive, in that you can rez using inspirations and then Clear Mind. If you're really good, keep this up on Blasters and fellow supporters, or blinded melee characters. It may be worth announcing to your team: "If you get held or blinded, say zzz and I'll cure you" [Edited from 3/5 to 5/5 thanks to feedback from Nemu and Doomguide below.] Clear Mind provides a buff to other squishies on the team that they can't get anywhere else - mez protection. This allows them to heal you, buff you, nuke enemies and other things, so its in your self-interest to take this and use it proactively. It also helps melee teammates by clearing blindness (which otherwise requires Tactics), providing Fear protection vs Jack-In-Irons, and blocking Ghost Widow's mag 100 hold on the Ms Liberty Task Force. Fortitude 6/5 Your main buff. Take it, slot it for Def and Recharge, and use it. It provides as much Defence as the Force Field bubbles, and bonuses to Hit and Damage. Out of the box, this covers 2 allies. With Recharge slotting and global recharge you can just about cover all 7 teammates with a lot of effort and concentration. This is your main task as an Empath. Recovery Aura 5/5 Regen Aura 5/5 Good powers with very long recharges and the worst buff delivery mechanism - PBAoE. Maybe have a bind to say "Auras in 5..." or just wing it, and let these off mid fight when everyone is more or less stationary. Adrenalin Boost 5/5 A super-buff. The massive Recovery and Regen are nice, but the main bonus is the +100% Recharge. Playing an Empath Turn on the recharge indicators. (Options->Windows->Powers: Power Recharge Indiciators: Bottom) This will help you track when your powers are about to recharge, which is the key to peak performance. Who do I Fortitude? Fortitude lasts 120 seconds and you can get the recharge down from 60 to 15, so a whole team is just about possible under laboratory conditions. Assume you can keep it up on 5 or 6, and pick your targets. 1. Blasters. They need the defence and do the most damage. 2. Force Fielders. (And Cold Dom and Sonic Res users) They're the keystone of the team, giving everyone but themselves defence, and making this task so much more relaxed. So give it back and buff them! 3. Anyone who's health keeps dipping (eg a developing Tanker, a badass fearless non-melee type) 4. Masterminds. The buffs don't extend to their pets, so they get the least benefit. Unless they look like they're in danger of dying constantly, save for another teammate. How do I Fortitude? Get used to using the Shift+1 through to Shift+8 shortcuts to select a teammate. When you see Fortitude is close to recharging, select the next teammate and target through them and keep attacking. Fortitude them as soon as it's up, and go back to manual targetting. If they're out of range, move on to the next teammate and Fort them quickly. Outside a mission, keep rotating through the team and Forting everyone on your list. You'll look a bit obsessive, but this way everyone enters the mission buffed. Otherwise, the final teammate may have to wait a couple of minutes to get their Fort, and missions can last not much more than that sometimes. Why do I Fortitude? Repeat after me: An unused recharged Fortitude is a crime! Who do I Adrenalin Boost? AB lasts 90 seconds and you can get the recharge down from 300 to about 75 You can choose to either keep this up full-time on one teammate, or partial coverage on two. 1. Blasters with nukes. Faster Build Up, Aim and Nukes get missions done more quickly. 2. Other people with nukes. 3. Anyone who's really struggling for endurance and missed out on Recovery Aura. 4. Controllers and doms with long recharge AoE controls 5. Another Badass Empath? This will mean double auras for everyone at all times, and double Fortitude for everyone, and the other badass Empath probably has a Nuke. 6. A teammate with a really nice costume, or who's funny in chat, or who you just fancy. You're allowed to play favourites. 🙂 Secondary Choices Energy Blast - this gives you a fairly easy ride when you solo due to the active defence of knocking enemies around. It also allows for Force Feedback +Recharge procs in your area attacks. This was my first badass Empathy Defender, and no regrets. Ice Blast - the holds are nice active defence, and allow for Basilisk's Gaze slotting. This will be my next Badass empath. Archery - if you really want to challenge yourself, take this set. Your active defence is just Stunning Shot, which comes in late at 28. This is my current badass Empath, deliberately chosen to need a team to play off. Pool Choices Hasten - TAKE THIS! Between this and global recharge bonuses its posisble to run at around +200% global recharge, which means a downtime on your auras of around 30 seconds! Teleport - great for Fort n' Port rescues, and retrieving dead teammates if you didn't take Resurrection. bind e "powexeclocation target Teleport This will allow you to select a teammate in the HUD and then teleport to them from several rooms away most of the time. Leadership - two LotG mules and even more Team support. Tactics devalues Clear Mind a little bit by making the team immune to blindness. Concealment: Grant Invisibility and Stealth - Adds a smidge more defence to allies. Two LotG mules and some nice utility for task forces. If you take Stealth and Teleport Target you open up a new role as team scout for task force missions where you wnat to take out the end boss. Grant Invisibility makes instead of teleport opens up another option to do this, but requires a bit of upfront coordination with the team to get them to line up at the door and make them invisible one by one. Fighting - self defence: +14% Defence from slotted Weave and the two +Def IO's in Tough. Allows you to cap S/L resistances. Sorcery - More protection for a teammate via Arcane Ward. Arcane Blast is great for Controllers but slow animation and low damage for a IO Slotting Slot everything for global recharge obsessively. Holds get 4x Basilisk's Gaze Snipes get 5x Sting of the Manticore Healing Aura gets 6 x Preventative Medicine Heal Other, Regen Aura and Adrenalin Boost get 5 x Doctored Wounds Never slots Recovery Aura or AB for endurance mod, both give you far more than you can consume. Recovery Aura and Hasten get 2 x Recharge IOs, which you'll boost to 50+5 when you hit 50. Stuns get 5 x Stupefy Blasts get 5 x Decimation Split Vigilant Assault across two powers for the double +6.25% recharge bonus. I usually do this to my AoE's, and add one or two damage IOs on top. Slot Defender's Bastion in a good high tier blast power, or your nuke. Slot LotG +Recharge where you can, and 5x Red Fortune as well in Fortitude and maybe Manouvers Slot Aim with a Gaussian's Chance for Build Up proc to do badass damage with your nuke! And make sure you're slot your powers for damage. Defender damage is only anaemic if you don't enhance it. If you want to build towards personal defence: Tough takes the two unique +Def IO's (Steadfast Protection and Gladiator's Armor) Weave gets LotG Recharge + 5 x Red Fortune Hover or Combat Jumping adds 3% Defence with a single LotG slotted. A couple of Thunderstrike Sets in your blasts will help capping Ranged Defence. Add in an epic resistance armor and you can get very good defence and close to the S/L resist caps, which certainly qualifies as mid-level invulnerability. (Or go Scorpion Shield) Defender or Corrupter? Empaths do not lose that much going Corrupter. Your main build goal, recharges on your buffs, stay the same on both archetypes. The biggest loss is about 6% less Defence from slotted Fortitude. In terms of power unlock order, both get Recovery Aura for Synapse, and all powers for Penny Yin. If you're building for self defence, Defenders get better values for pool powers - around 4% more defence for slotted Weave and Manouvers with a single slotted CJ/Hover. Defenders will also have a much easier time hitting 75% S/L if that's a goal. Mechanically, I would recommend Corrupter for a new badass Empath character, although I take perverse delight in being a badass Empath Defender. Controllers and Masterminds This powerset is quite different on these classes, since you have pets to buff, and other means of self-defence. A Mastermind can try to keep all 6 minions Fortitude'd when soloing. I tried this once and gave up on my Tier 1 ninjas. Adrenalin Boost is mostly wasted on pets, since they don't get recharge buffs due to AI reasons.
  14. For an Empath, you want Recharge, Recharge and more Recharge, so you can keep as many teammates Fortitude'd as possible, and have as big an uptime on your Regen/Recovery Auras as you can. I'll assume you want to attack too, and have decent damage slotting. I haven't slotted for End Drain here, because I find it scatters enemies on the rare occasion it does work. Team support and damage are better goals. I go for sets that give a global recharge bonus, and use as many pieces as are required for that bonus and move on. I slot Attuned enhancements, so I get the bonuses for the levelling journey. Here's what I'd do, with recharge bonuses on the right: 1 Lightning Bolt      5 x Decimation                6.25 1 Healing Aura  6 x Prev Med                  8.75 2 Heal Other         5 x DWounds                  5 4 Ball Lightning       3 x Vigilant Assault + 2          6.25 6 Hasten         2 x Rech IOs 8 10 Short Circuit  3 x Vigilant Assault + 2        6.25 12 Fortitude          LotG + 5 x Red Fortune         7.5, 5 14 16 Charge Up        GSFC Build Up proc 18 Recovery Aura  2 x Rech IO  20 Zapp          5 x Manticore                  7.5 22 Regen Aura        5 x DWounds                   5 24 Tesla Cage         4 x Basilisks Gaze              7.5 26 Adrenalin Boost    5 x DWounds                   5 28 Voltaic Sentinel   4 x Expedient Reinforcement  6.25 30 Thunderous Blast   6 x Defender's Bastion         8.75 32   +85% Recharge In the empty slots you could take: - Clear Mind, Resurrection - Teleport and Teleport Target - great for recalling a fallen ally to safe place if you don't have Resurection. Teleport is awesome to bind so you can click on a teammate in the HUD and teleport to them if their life dips for a quick heal/Fortitude. I use this: /bind e powexeclocation target Teleport And then to go to Teammate #3 say just press Shift+3 and e - Hover, Combat Jumping, Grant Invisibility, Stealth to stick LotG +Recharge pieces in. - Leadership: Manouvers, Tactics and Vengeance for two more LotG +Recharge and more team support - Fighting: Kick, Tough and Weave for personal defence. - Other travel powers. If you aren't flush with influence this build should work OK with SO's instead of set IOs. (Slot Fortitude for 3xDef and 3xRech and you'll be good.) This is a rough outline. I'm happy to provide more details if you like.
  15. Ooh! My new Elec/Energy Aura Sentinel is excited to learn this!
  16. I was a bit perplexed by this. I run pickup Task Forces on Everlasting a lot, and part of the fun is that you sometimes get a lop-sided team, sometimes you get an awesome team chock full of support, and so on. And everyone figures out how to work together, because that's one of CoH's biggest strengths. You don't NEED a tank, or healer or whatever. Sounds like there has been some different behaviour on Hard Mode Task Forces though, and this is meant to help address that? (I also take part in all-Corrupter and all-Defender Task Forces, and they're fun too. We really don't need any bonuses due to our sheer awesomeness!)
  17. If you're looking for PBAoE's and targeted AoEs instead of cones, I guess Electric Blast and Radiation Blast spring to mind first. I've used them for Blasters and Defenders who I want to live in melee and its worked well for me. Water and Fire both get a non-cone AoE and a rain/patch AoE which would work in melee. Sentinels don't get damage auras, but Dark Armor has Oppressive Gloom and Cloak of Fear. No idea if CoF is worth putting damage procs in? It could take Cloud Senses and two Fear ones.
  18. The realistic scenario for "Sentinel Regret" that some people are trying to convince you is a real problem. You make a Sentinel. They dish out damage and can take it. After amassing large amounts of influence you can afford a theory-crafted Blaster who does a bit more damage and is just as survivable. So, then you can go and make that Blaster too. There is no problem with Sentinels. 🙂
  19. Cool. Nice work on pumping up the global recharge. A couple of nitpicks, since I'm on a big Empathy kick just now: - Fortitude seems under-slotted. It's your main team protection buff, so I always try to slot of for defence and recharge, so I can shield as many people as possible with it. Red Fortune x5 + LotG Unique maxes out the global recharge from it, without compromising it's own recharge too heavily. I try to keep this on all the Blasters/Controllers and Def/Corrs on the team at the very least. My alternative slotting would be the lOTG unique and frnakenslot with 3 or 4 Def/Rech's. -Adrenalin Boost doesn't need slotting for End Mod - it already gives your target more energy than they can possibly use. I usually slot that with 5 x Doctored Wounds, or just two recharge IOs if I'm saving slots. And I'm not sure if Superior Invisibility needs the extra slots. It's Defence bonus is pretty small. I'd look at moving slots to Fortitude.
  20. Going from a Controller to a Defender, you're trading AoE control for AoE damage. The biggest source of this by far is your nuke. Take Aim (Seismic Forces to you), and slot the Gaussian chance to Build up in it (Adds +80% damage for 5 seconds). This give you a 90% chance of it adding +130% damage instead of just +50%. Use this before your nuke and do them both as often as possible! And drop a Tar Patch first, of course. For Meteor, you probably also want to slot a KB to KB unique. (I'm not yet there on my first Seismic Blast character)
  21. I love that Crey one. I'd always assumed the Voltaic Tanks and others were just guys in Iron Man suits. This implies something much more permanent and horrific. And yeah, this is all part of making a living breathing city, having the idle animations that play out before you engage.
  22. If it all goes well - I come up with a character idea based around a name, a look and powersets. I workshop them in the first few levels, maybe team up with some other players and chat in character to help that process along, and it all comes together. They then carry on with that costume and backstory until 50. This happens with like 80% of my creations, with 20% going on beyond 50 to Incarnate out because I want to keep playing as them. Sometimes it doesn't quite work out. I'll retire a character in their 20's or 30's if they haven't quite taken shape. This is usually that I haven't figured out who they are, or they're no fun to roleplay. Sometimes I dig them out again and rename them, or give them a new costume, often changing the backstory into something that I like more. The gap can be as big as years. And for whatever reason, Scrappers often stall at 40 for me. I think its the lack of desire of anything from the epic pools, whereas others are hanging out for their epic armor, or a big melee attack for Defenders, or something that fills a hole.
  23. Things you can do as players today at the start of the task force: - Hop into the Supergroup Base Portal next to Synapse (use TAXI-4000) and buy the End Drain Resistance buff from the Empowerment machine. - Visit the P2W Vendor in Atlas and everyone stock up on Plasmatic Taser and Hand Grenades if you don't have a good source of AoE damage already. This will all take 5 minutes while recruiting, and make it go a lot smoother. The worse Synapses I've had have been where we had a lot of single target specialists. (And I kind of like having a long-ish task force without unskippable cutscenes as an opportunity to chat with other players, in or out of character)
  24. I have Stone Cages with just an Accuracy IO slotted (to keep enemies grouped on Eathquake and Volcanic Gasses). That sounds perfect! Thanks again!
  25. Ooh, good idea! I've never built towards that before - time to revise my plans a little! https://homecoming.wiki/wiki/Category:Sets_that_improve_Slow_Resistance Winter's Gift unique in Flight gives 20%. Two pieces of Blistering Cold in Kick gives +10%/15% (Catalysed) And I could probably lose Obliteration in Whirling Hands for 2 pieces of Avalanche and frankenslotting for another +10%/15% That would be 50% recharge debuffs for one slot, slower flight and losing 5% global recharge. I think I'm sold!
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